Posts Tagged ‘items’

Sampling of new ActionRPG Items

January 30, 2008

I took a quick run through just to make sure the new Magical Items were working out right. The following is a couple of my interesting finds.

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Wow. That’ll be selling for 1 gold when I get the shops in. I’d even say you should have to pay just to be allowed to show Griswold this peice of trash. Yay for cursed items!

On the flip side..

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The most damage the monsters can do to me is 80, by the Darknuts. With the simple calculation I use, the poor Darknuts don’t even have a chance to hurt me. All those extra HP are only going to make them cry more.

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The Darknuts weigh in with a MaxHP of 99. You would kill them three times over with one hit. Look out, Darknuts. Your day is nigh.

So yeah, that’s a sample of the better magical items you can find right now. You can do better than even these if you keep your eyes peeled 😀

ActionRPG update

January 30, 2008

I’d like to have something interesting to post every day, but that I don’t think that’s possible. Still, I try.

I’ve made a few minor additions to ActionRPG, and I’m richer for the experience. Such additions include:
– Allowing magical items the possibility for both a prefix AND suffix.
– Adding all of the property ranges for those I’ve already defined, as per the tables found on Planet Diablo.
– Refactoring related to the above.
– Constant Random Seed, for reliable replication of environment (for testing purposes).

I haven’t yet taken a look at Quality Level, which determines what magical properties can be used on an item. Also, item “quality” is still completely random – so it’s possible to wind up with The Best Item In The Game on the very first drop.

I really want to get some magic into the game. Really Badly. Perhaps I need to be poked with a stick to get it underway.

New youtube of ActionRPG

January 15, 2008

Have a gander at my latest triumph!

Keep your eyes open for:
– town map
– NPCs (can’t use them yet, but the Talk action appears when you face them)
– bouncing items
– new monsters
– magical items

That’s right: Magical Items are in! The eight properties I listed in the last blog post are all in, I focused on just those. The way I have it set up, I’ll be able to give monsters many of the same properties, if not all of them. I’m also all set to add unique items with multiple properties. I’m going to step back from this project for a little bit to see what’s next to do… Probably skills and magic. Or sound (I know, mrfun, I know!)

Magical properties on items

January 14, 2008

I should make it clear from the outset that all of the information I’m using about Diablo is gathered from my personal experience, Planet Diablo, and Jarulf’s Guide. After reading up on alot of the item stuff, I’ve decided that I don’t need to have things exact. I do have something that I can use as a guide now, though. I was punching keys in the fog up until now.

To start, I’m going to pick a couple of magical properties that I can put into the game right away. I’m not going to worry about the quality of the item; I’m going to pick completely at random which properties to add. Let’s have a quick look at some properties I could use already:

Weapons:

  • Knockback
  • +% to Damage
  • +n to Damage
  • % Steal Life

Armor:

  • +n to Life 
  • +% to Armor
  • -n to Damage
  • Attacker Takes n Damage

For many of these properties, there are a series of prefixes and suffixes that have a potential value range. For instance, if it were decided that an item was to be created with the property “+n to Life”, that property could be any one of the following suffixes: “of the Eagle”, “of the Jaguar”, or “of the Lion”. There are several others it could have been as well, but the idea remains – we will need to look up and attach a prefix or suffix that will fit based on the value we chose, when we create the item.

For my first attempt at adding magical properties, all items will be given one and only one magical property. i’ll generate magic items 100% of the time they’re dropped and there will be an even chance to get each bonus. I’ll be set to support two properties and possibly even unique items at that point.